Electronic Arts Slashes Workforce
Dawn Kawamoto writes "Electronic Arts has been slashing jobs in recent weeks and according to Kotaku the size of the layoffs has reached as much as 10 percent of its workforce. The game maker says it's making the move to align its workforce closer to mobile and new technologies. For the console dinosaur that's trying to fight extinction by evolving into a bigger mobile player, this process has been a painful transition with a number of employees ending up in the tar pit - as well as its CEO."
Let me go get my Marshmallows. Good riddance to bad rubbish.
EA has basically sucked ass ever since they stopped making non-game software.
FC Closer
They were big and had money but not good games. Move on shit bags and make shovelware on mobile. That should leave some open space for some good companies.
and they're slashing workforce? wtf? Is this a sudden dive in quality or is the better tech being used to reduce the number of developers/artists needed? They guy that did the meshes for Metroid Prime spent a month on optimization for the final boss alone. That's not really needed when you've got 8 gigs of ram I suppose.
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It's in the BBQ
HB1's coming in min work time 80 hours a week and you will get an boss who will go leaving at 10pm?
People think laying off means the end while it doesn't. When big companies lay off early and in what seems out of the blue simply means the math is better. Nowadays I just think big gaming companies hire and layoff whenever they see fit. Even to save for a couple of idle months salaries during the holidays... sad really, considering the increasing percentage of kids studing to be game programmers.
This is nothing new and is how any business like this should work. Laying off people is normal and healthy unless your talking about 90% of a company. 10% is nothing. It's simply makes room to try new projects and people.
Welcome to capitalism, If you do nothing but make shitty games and piss people off until you get voted worst company in America two years running, you are going to suffer losses, or go bankrupt. (Personally, I keep my fingers crossed)
I do feel really bad for the people who work there though :(
-1 Comment Contains Portal Reference
Given how EA treats their own, "being free to pursue other opportunities" is not a euphemism for a layoff but a truthful declaration of freedom. This is probably the nicest thing that EA is willing to do for its own.
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Is "CONSOLES ARE DYING" the new "PC GAMING IS DYING"? Mobile gaming will not replace console gaming the same way console gaming did not and likely cannot ever truly replace PC gaming. Also, EA is like 30 years old and started off as a PC gaming company. They're going to adapt to the market like they have been for decades. As much as people pretend to hate them, they still buy their games every single year. Unless that changes EA is not going anywhere.
EA has a lot of seasonal/contract employees that they layoff every summer because that's just how their yearly dev cycle shakes out.
EA has a horrible reputation for demanding employees basically give them their entire lives, and then spitting them out when the exhaustion inevitably sets in. Reducing the number of workers isn't going to help this.
Well, I've seen at least one of their online games announce a shut down, so it does mean what we think it means.
-- Tigger warning: This post may contain tiggers! --
Looks like they are shooting for 3 years.
Reference: Consumerist's Worst Company in America.
Seriously, EA, the best cost-cutting you could do would be to lose the DRM.
The best thing that can happen to computer gaming is for EA, Ubisoft and the like to burn in hell while choking on a bag of dicks.
Think of it as freeing them from their misery.
Something must be done about these violent video games.
You know you've created a monster when the game companies themselves assault their employees.
First Person Slashed ?
In NSA America social networks join you!
stealing all the profit. Need more restrictive DRM to fight pirating. Quick!
Companies that gather their wealth by leveraging artificial scarcity (bits are in infinite supply) can easily slash their workforces and continue profiting by their infinite price hikes: // Regardless of cost to create.
if ( supply == infinity ) price = 0;
If price is greater than zero then the markup tends toward infinity.
If instead the company was marketing something that is actually scarce -- it's ability to do work: configure the bits -- then their profit would be directly related to the capacity to perform work and create new content. Right now their profits are decoupled from the actual artists capable of creating works -- The people you want your money to go towards when you pay for the works. This system of publishing is flawed: By having no guarantee of even interest from the customers the publishers gamble with the fate of those making the works. If they make a great product one round, but stumble once, they are cut away as failures.
All other labor markets do not use artificial scarcity. Artists can be commissioned to make works and they can rest secure in that their efforts have been funded. Mechanics and Home builders and all service industry employees get guarantees for their work in the form of employment contracts, the laws of the land ensure they will get paid for their work. The workers under a Publisher are actually guaranteed via employment contract, but the publisher itself has no assurance that the real customer will pay the price sufficient to keep producing works.
Clearly the problem is copyright -- The enforcement of artificial scarcity. You don't own your work, the customer who paid for it does. Only by the economically untenable practice of enforcing copyright are the producers able to sell something that is in infinite supply (copies). It would be like selling ice to Eskimos, or sand to beach bums.
Interestingly, crowd funding has come a long way towards cutting out the Publishers who seek to maximize profit far beyond the cost to create works. Instead you can ask the customers directly what works they would like to fund, and then do the work for the agreed upon price, then give the works to all the public for free (because they already paid to have it created). To the artists themselves this is no different than working under the Publisher. Sadly, greed prevents most of the independent developers who crowd-source funding from avoiding the artificial scarcity racket -- They fall to the same moronic methods that the Publishers do when they sell copies. The publishers must inflate price just to justify their own existence, but their practices do not need to exist. Instead, they could simply do more work to make more money -- get assurances from the customers for payment and make new things -- and never have to worry about being laid off again.
I write this to inform any former EA employees (or anyone in their positions) that there is another way to make a living -- The way I do: You can have a solid future, but you must change your damn minds about copyrights. Market your ability to do work directly to the customers, like all others in labor markets do. If you can't manage to come to grips with the reality that selling Ice to Eskimos is a laughable business strategy for everyone involved, then at least unionize you fools! Crunch Time?! NO. That reeks of incompetent management, and abusive manipulation. It is no coincidence that the workers having the problems of instability, churn and abuse to this degree are also those that ultimately make profits by way of artificial scarcity...
Baffles me...
EA has a large number of studios all with different cultures, processes, and management. Given the size of the company there WILL be crappy work environments. Stories about these seem to get heavily magnified by the Internet lens. I've heard way worse things about other companies, but EA being one of the largest seems the easiest to hate.
Secondly, how long do you fund a money losing team/studio. At some point you have to pull the plug. If it was your money in the game you would've had it out way sooner.
Nonetheless mass layoffs are really shitty and I really feel for those devs since I'm sure some where great at their job.
Because when I read "EA" and "slashing workforce" I half expected it to be about "the cubicle stabbings will continue until morale improves."
If you were blocking sigs, you wouldn't have to read this.
Saves much more money and probably will remove more dickheads.
If you were in a position to make $100 per hour instead of $10 would you do it despite the fact that your lifestyle can be maintained with a $10 per hour salary? How about working 80 hours per week instead of 40 for the same salary?
That's what you're saying above. Bits are in infinite supply, but talent and the structure to get that talent to produce something epic is not. The company takes a giant risk producing a game that may or may not return profits. Its like any VC structure: you're gonna have flops and your blockbusters have to subsidize those flops.
So if you don't like it, stop blaming copyright. Copyright is the only thing we have that assures that anyone, or any company, will take the massive risks involved in producing a major title which can run upwards of $50m+ to make. That longterm copyright is broke I agree (wtf Disney), but short-term copyright is near perfect.
Making money like you do cannot and does not product the volume of epic works that the copyright structure allows for. There are very very few massively distributed collaborative not-for-profit efforts out there and many of them are funded by a patron.
Yes, EA is a vile company that has made poor decisions over the years.
But the comments here are typically one-sided commentary that match the /. state of mind.
There are lots of people losing their jobs because of a few greedy idiot execs at the top. I wouldn't call the people getting laid off "bad rubbish" or throw out "good riddance". Often people get caught up a company and in spite of their best intentions, just cannot change a company culture. Sure, the writing has been on the wall at EA for a while, and it would be surprising if there was not a mass exodus of the left overs remaining at EA over the coming months, but its a shame when people have to lose their jobs because of poor management and bad executive decisions.
Hopefully, like with so many other past layoffs at gaming companies, the victims of one company rise up and create a new company and hopefully don't repeat the mistakes of the past.
I haven't thought of anything clever to put here, but then again most of you haven't either.
I sincerely believe DRM is not necessary in this day and age
Even if DRM is ineffective and unnecessary, what better solution can you think of to discourage casual copying of video games that aren't MMO?
You're talking about video games right? Those things that you play for a week or two and then never touch again?
One question for you: Why did people continue playing Super Smash Bros. Melee (2001) even after its sequel Super Smash Bros. Brawl came out over six years later? And why are people modding Brawl to act more like Melee? And why are people still playing Tetris, which is nearing 30 years old?
Besides, cracking game protection has been a tried and true entry into assembly and disassembly skills
Nowadays, it's much more likely to get one hauled into court. Just ask George Hotz, who cracked the PS3 just so he could continue to run homebrew on it after Sony took away Other OS.
Some people don't mind "always on" DRM because they only play multiplayer games anyway where not having a connection to the internet means not playing the game
Multiplayer doesn't necessarily require the Internet. It can use one machine, one big screen, and multiple gamepads. Or it can use multiple machines on a LAN.
others may consider that a completely unacceptable restriction because their connection is crappy
Examples of such a crappy connection include a connection that works only at home, not in a vehicle in which one uses a laptop while riding as a passenger.
They believe that the mobile gaming ecosystem is more friendly to obtrusive DRM, and they are partly right.
I'm not understanding what part you meant by "partly". How would a game made for a tablet support digital restrictions management that requires a persistent connection to the Internet? A Kindle Fire doesn't have a cellular radio to connect to the Internet from the inside of a vehicle. Nor does a Wi-Fi iPad or Wi-Fi Nexus 7. Even smartphones and those tablets that do have a cellular radio often lose Internet access part-way through the month because the user hit the cap.
the removal of an obstructionist whore of a company like EA from that market will only create market opportunities for new game publishers.
Until EA starts suing "new game publishers" for making their games allegedly too similar to the games that EA made decades ago.
market opportunities for new game publishers. The money in console gaming isn't gone
How do "new game publishers" become licensed to develop for consoles in the first place? Console makers want "relevant industry experience".
All other labor markets do not use artificial scarcity. [...] The workers under a Publisher are actually guaranteed via employment contract, but the publisher itself has no assurance that the real customer will pay the price sufficient to keep producing works.
"All other" is a strong word. Consider development of new drugs. There's no guarantee that a particular compound will survive clinical trials and gain regulatory approval.
Sadly, greed prevents most of the independent developers who crowd-source funding from avoiding the artificial scarcity racket -- They fall to the same moronic methods that the Publishers do when they sell copies.
And sometimes this greed is forced on developers. Some video game genres aren't really suitable for mobile because they're better with a gamepad than with a touch screen. The only well-known platforms that ship with a gamepad are consoles, which have no way for a developer to release a game free of digital restrictions management because if a developer could, it'd allow the developer to shortcut both the console maker's quality control (can't have another 1983-1984 crash) and its cut of sales revenue.
BALLBLAZER!
Hey everyone, happy 30th anniversary. O, and by the way, you're all fired.
"So don't get programmed by anybody but yourself" --Bill S. Preston, Esquire
Doing nothing or even asking nicely is therefore a better solution [than digital restrictions management].
One developer tried this and ended up with 90 percent infringement. What should a different developer do differently in order to release a video game without digital restrictions management and without ending up with 90 percent infringement?
More a matter of them downsizing because they have failed hardcore in the past 2 years at everything and are not doing well at all. Step 1. fire everyone.
It's their own fault. I for one haven't purchased an EA game since they forced their Origin spyware crap onto people. I refuse to use it as it gives me no option to NOT give any information.
So to date, they have lost out on at least $300 from me alone, and I am not alone in my view. How much more are they losing because they want to access information they have no right to access?
While I love Steam, I have one complaint about their DRM/gameplay model. It only allows 1-game-per-account to be played simultaneously.
If I've got an account with 50 games, I want to play game A and my buddy who's over wants to play game B, it won't happen (or at least not if there's an online component).
If Steam is going to be looking at game consoles etc, they need to fix it to be
1-simultaneous-play-per-game
rather than
1-simultaneous-play-per-account
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